I don't think an increase drop rate for defenders is needed. They already have the defensive advantage that allows them to make use of choke points to inflict massive casualties. I don't know the exact numbers but I'm pretty confident defenders get far more kills in general compared to the attackers. Attackers have the keep door to contend with first while taking fire from defenders. Then they have NPCs that can chew through squishies quickly enough if left unchecked all while taking fire from the defenders and then kill a Hero while still taking fire. Until the Hero is dead the defenders should come out on top. When the Hero dies the attackers gain the rewards.Halhammer wrote:I'd go with that. Also, my 2 cents:
- massively increase med drop rates (for defenders if that's possible)
- let killed defenders at keep respawn inside
Spawning in the keep would be a HUGE disincentive to killing the defenders. It would only stop them for 5 secs before they're back in the fight. Attackers would struggle to get off the ground floor at that rate.
I'm not sure what sort of kills/medallion ratios are appropriate however I think a small percentage of a zone lock reward should be awarded if the keep is successfully defended (the door resets). For example after a big battle and keep siege and subsequent zone lock the winning team earn 10 medallions based on kills. If after that same battle the defender succeed in defending the keep and the door resets they earn 2 medallions (based on similar kills).
The idea is that its more rewarding (medallion wise) to be the aggressors and push a zone lock however its worth trying to defend too.